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2 "New" Feats

Mark Chance

Boingy! Boingy!
This has probably been done to death, but I never thought about it until a player asked if his non-rogue character could learn to do this sort of thing. So...

Skill of the Rogue [General]
With this feat, you can search for and disarm nonmagical traps like a rogue.
Prerequisites: Int 13+, Disable Device skill, Search skill.
Benefit: You can use your Search and Disable Device skills to locate and disarm nonmagical traps as if you were a rogue.
Normal: Without being a rogue, you cannot locate traps with a Search DC of 20 or higher, nor can you figure out how a trap works and how to bypass a trap without disarming it by exceeding the trap's Disable Device DC by 10 or more.

Secrets of Magical Traps [General]
With this feat, you can search for and disarm magical traps like a rogue.
Prerequisites: Knowledge (arcana) skill, Skill of the Rogue.
Benefit: You can use your Search and Disable Device skills to locate and disarm magical traps as if you were a rogue.
Normal: Normally, only a rogue can locate and disarm magical traps.
 

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When I first saw the 3e version of detect traps, I couldn't imagine anyone wanting to take it. If it were a cantrip, maybe!

So perhaps I'm not the best person to comment on these feats, but they seem awfully underpowered. Maybe combine the two of them into one feat?

It is not like the Rogue's ability to find traps is all powerful. It is kind of like the Ranger's ability to follow tracks with a DC greater than 10. Under 10, anyone can do it with a spot check. Over 10 you need wilderness lore and the Track feat. Why not make the Rogue's special trap finding ability work the same way?
 

Aye, but...

So perhaps I'm not the best person to comment on these feats, but they seem awfully underpowered. Maybe combine the two of them into one feat?

Not all feats are created equal, so these being possibly underpowered doesn't concern. Which brings me to...

It is not like the Rogue's ability to find traps is all powerful.

But the rogue's find traps ability is unique to rogues, and I'm hesitant to step on those sort of gaming toes. IMO, each of the four basic classes (cleric, fighter, rogue, and wizard) should be the best at something. Only clerics get spontaneous casting, only fighters get weapon specialization (giving this ability to psychic warriors was an enormous gaff, IMO), only rogues get the full range of trap-finding talents, and wizards...well, I'm not sure about wizards. Lots of free metamagic feats? :)

Also, with my group of players (and this one player in particular), I have to keep an eye out for PGS (Power Gamer Syndrome). ;)
 

I think I have read somewheres that Its best not to give a Class exclusive ability freely to other classes...Perhaps in the Prestige class bit I was thinking of... I would tell the player to take a level or two of rogue or wait and take a Prestige class with something similar to detect traps...My 2 cp's worth

I would say dont give him what he wants unless he/ she earns the ability somehow...maybe make it a part of the RP experience
and get them to roleplay the learning of the feat...or learn Detect traps as a skill with ranks and such


I would never ever let a non rogue PC detect magical traps... Unless he can get a magical item that will do it for him..again a adventure of its own to get him what he wants by making him, and the party work to get it.

I have had a few occasions where as a player I wanted something uniquely rare, or some Homebrewed Artifact, and died trying to acheive that goal. (Namely the Anvil of Argor, a Forge Gods anvil that gave off a said enchantment to weapons forged upon it, and a +4 automatically, as I said I died trying...I was just a blacksmith-Fighter)


You could give him a feat sort of like

Minor detection
You have learned from working with many a rogue the signs of some of the basic traps that can be found in the recesses of dungeons and how to disarm them.
Prerequisites: Int 13+, Disable Device skill, Search skill.
Benefit: You can use your Search and Disable Device skills to locate and disarm basic nonmagical traps as if you were a rogue. Basic traps are those most commonly used to guard locked doors, pit traps, and some traps that are triggered by pressure plates.
Special This feat does not allow a non rogue class to disarm more complex traps such as well hidden pressure plate traps, magical traps, or other highly complex traps.
 

I wouldn't agree to this feat. A fighter could easily pick it up with the bevy of feats he has and the rogue would be inconsequential. If they wants to find traps, he has to take the rogue class, it's that simple.
 

The fighter would take the feat, and than he stands there, unable to find anything with is pathetic +1 INT Modifier for Search and, if he finds something, acticating the trap with his +1 Disable Device :)

The rogue will still be the best in finding traps, because he is the only one with Search and Disable Device as CLass Skills.

Oh, for the wizard: The wizard is the only one with a great number of useful and powerful spell, and he can learn any of them. (Cleric spells are not a good as wizard spells), and he gain useful bonus feats for all these thing..
And probably he is the only one who knows much thing about magic, scrying, or maybe the planes / history or whatsoever. :)

(Though the bard might be good at these things, too)
 
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Simple...?

Krug said:
I wouldn't agree to this feat. A fighter could easily pick it up with the bevy of feats he has and the rogue would be inconsequential.

As has already been pointed out, a fighter couldn't pick up either feat any quicker than anyone else, and would probably pick them up a bit slower since fighters seem unlikely to spend precious skill points on the prereqs.

If they wants to find traps, he has to take the rogue class, it's that simple.

Actually, since both feats are available in my campaign, your requirement doesn't quite apply anywhere except perhaps at your table. The character in question has the first feat in the series. I imagine the player will want to pick up the second feat when his PC reaches 3rd level. :)
 
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As a general rule, it's frowned upon to make class skills into feats. It takes away from the class.

From a Balance point of view I'd include skill focus Search or Disable device. At the very least I'd require 5 skill ranks in each for the first feat and 10 skill ranks in each for the second.

The ability to locate and disarm high DC and magical traps is a very powerful ability.
 

Perhaps....

Crothian said:
As a general rule, it's frowned upon to make class skills into feats. It takes away from the class.

I must've missed that general rule. :)

From a Balance point of view I'd include skill focus Search or Disable device. At the very least I'd require 5 skill ranks in each for the first feat and 10 skill ranks in each for the second.

I thought about that, but don't think it is necessary. The two feats together still make the character a poor substitute for a rogue in all other roguey areas. A sensible player would just take a level or two in rogue rather than burn two precious feats.

The ability to locate and disarm high DC and magical traps is a very powerful ability.

Not really. It can be quite useful, but it is an ability (like favored enemy) that only comes into play when and where I want it to. Half-way through their third adventure in my new campaign, they've not bumped into a single trap yet.
 

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